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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Aric's Expansion Rebred

A topic by AricTriton created Sep 23, 2019 Views: 470,137 Replies: 2,460
Viewing posts 721 to 737 of 737 · Previous page · First page

Uh, I followed the guide to the letter, made sure to check everything and am getting smacked by close to fifty 'file not found' and similar messages, tried to reload and do it again and it didn't work.
this isn't the first time I've tried either and the same thing happened

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A couple of the exact error messages and where you encountered the messages would be helpful, as there are a few different problems that would state 'file not found'.

If you are encountering these messages in the mod system report, then the problem is related to the mod system rather than this mod. This message is common for Mac users as the mod system fails to initialize as the game files are inside the .pck and the game cannot find the files(159) to create the backup. It can also happen for users with other OS when the folder permissions prevent the game from creating files and folders. 

If you are encountering these messages though the terminal with the debug mod or the log file, then the problem is most likely failure to install the Bugfix mod before everything else, because the Bugfix mod updates the mod system in ways that are critical for adding many new folders(18) and files(174) to the game folder. If the mod folder (the one that contains "info.txt") is not named exactly "AricsExpansion", then the game will fail to find any of the custom script files in that folder, but this is only 11 files. Also, if you failed to notice file copy errors in the mod system report, then those files will likely be reported missing again at this stage.

Edit: in the event that retrying installation fails it can sometimes be useful to extract a new copies of the game and mod from the ZIP archives, or if you do not have/use the archives then re-download them. Though rare, the game folder can become corrupt after bad installs and the mod folder can become corrupt if the user accidentally moves stuff around inside. The rest of the user data folder should be safe from most problems.

yeah, I'm on windows still and the file not found error seems to be coming up for the bugfix, I'll attempt it again as best as I can, trying to be more specific, I probably have to send another message, but thanks for your response!

Can someone tell me how to pass my slaves, what else I would not like to pass the game to me again

Where do I find the %app data% thing? Can't I just stick it in the strive mod folder?

%appdata% is basically a Windows shortcut to the path "C:\Users\USER_NAME\AppData\Roaming", which is where many games store save files. The Strive mod folder is located at "%appdata%/Strive/mods" on Windows, so putting that path in a file explorer path bar and pressing enter will take you there. If it does not then that is because the appdata folder is hidden by default and you need to reveal hidden folders on your system. Alternatively, there is a "Open Mod Folder"button in the Mods menu, which will open the file explorer for the mod folder.

So long as you don't mean a path that looks like ".../strive-for-power-1.0d/files/scripts/mods", then yes you can just stick it in the Strive mod folder.

So I can just open the game and stick them in from there?

Is there a reason that wouldn't be the case?

I wasn't aware of the feature is all

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Can someone tell me where I can find the new breeds?
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Is there anyway to get newly created traits to work with Ralph's tweaks?

I made a handful for new traits in a mod iam working on, They work fine with your mod but if i enable ralph's tweaks in the constant menu they will not generate the effect on the character but they will still have the trait.

Everything works fine on the starting slave with the traits i added but everything after does not work with ralph's tweaks enabled.

Is there anyway i can get it to generate  the trait effect woth the + & - stats on the character?

The function "setRaceBonus_Ralph" in expansionsetup.gd is not generalized for for handling any traits, so that is a likely culprit.

Hello. Thank you very much for the mod, I'm having a blast with S4P for the first time. But for some reason I can't assign anyone to be the researcher for the crystal. What exactly are the requirements? I've installed the mod just like in the instruction.

On the second day the Mansion Upgrade becomes available; it helps if your slaves have some magic affinity.

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Thank you, I actually read about the upgrade minutes after I've posted this comment :D Looked weird to me that the mod mentioned the need for the specific upgrade only once in the segment that's pretty easy to skip accidently.

Why my children don't have our surname x_x?

Two possibilities come to mind.

1. The mother is a slave without a surname and you did not select the box to give the baby your surname.

2. You have other mods installed that conflict with Aric's in some way.

Help please! How can I fix the game crashing on my save after the end of the day? The game doesn't crash in a new save.

If you’re using the debug mod, can you post the error code you’re getting? That’ll help us narrow down what’s going on.

There is no error when the game crashes. I looked at the game files, but it doesn't seem to save error information.

This is why he mentioned the Debug mod(https://itch.io/t/1137280/debugmod-v10d), as it changes how the game reacts to errors and enables the display of error messages. It will not fix your errors but the error messages should pinpoint the locations in the scripts that the errors occurred.

Just to make sure, you cannot play this mod with saves that were created without this mod. The part of the mod that would update the save data to be compatible is currently incomplete.

I meant to disable the crystal mod which is causing the problem. All other mods work fine on my save

This mod, or the "crystal mod", is much larger than other mods and often does not work with other mods, so by using those other mods this mod may not work. However, without knowing exactly which mods you have, it is difficult to know whether they would likely cause errors or not.

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I suddenly lost all information on whether a girl is ovulating or not as well as how much cum is in her pussy or vagina. It happened to all the saves of this particular run. Any idea what could have happened? I would like to have it returned, especially the first is useful information.

I also have lots of hairstyle giving the wrong one. As in if I select one from the top down menu, it actually gives the one prior to it.

Also a lot of girls are born bald.

The first thing I’d check is that in expansionsettings.gd (or using the constants mod to adjust it) that ”perfect info” is set to true.

The hairstyle showing bald sounds like an old bug that should have been corrected already. Are you using the latest version of the mod or the main branch from GitHub?

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Thank you for answering. I actually found out about the no information thing being a proper in game thing. I guess I had never send my nurse away without replacing her. When I gave a new person the "nurse" job it worked. So for that it was false alarm.

Ragrding the baldness:  It is not that they all show bald. Just many  (~25%) children (Regardless of what age I grow them up to) are bald only when I give a hair growth tonic do they start having hair.

Regarding hairstyles: I meant that when I select "bun" in customization it auto selects "two braids" or "ponytail" becomes "straigth"

I am not sure regarding your question as I downloaded it ages ago, but I am running 1.8d and this was a new game with that mod that is running on and off for months.

(I still have to redo a portrait pack once I have nearly 400 nude/preg pictures now (modified myself or from various sources) and still more to convert)

The hairstyle problem is due to the GUI options not matching the code options, as the GUI is missing the bald hairstyle. In Mansion.tscn replace 

items = [ "straight", null, false, 0, null, "ponytail", null, false, 1, null, "twintails", null, false, 2, null, "braid", null, false, 3, null, "two braids", null, false, 4, null, "bun", null, false, 5, null ]

with

items = [ "bald", null, false, 0, null,"straight", null, false, 1, null, "ponytail", null, false, 2, null, "twintails", null, false, 3, null, "braid", null, false, 4, null, "two braids", null, false, 5, null, "bun", null, false, 6, null ]

and it should work. If you change the program folder file then the change will vanish if you re-apply mods. If you apply it to the file in the mod folder then you need to re-apply the mods(just press "Apply", no need for the full process).

I'll try that. I assume for the program folder you mean the location strife/files  (412 Kb) and not in the location strife/backup/files (271 Kb)?

Yes, there is no benefit to changing the values in the backup folder, and it would cause the similar problems if you uninstalled AricsExpansion.

Did the trick, much obliged

S4P crashed during day end where three person (I think it was Emily and Tisha plus one random person) give birth. Attached is the error I obtained from debug mode. I can continue the game using the debug mode somehow (spam don't want to keep the child) but not sure if this is just a temporary solution.

 

This is an old issue that has been known for quite a while. Fix copied from discord:


the baby has a description problem because babies don't use the standard data (news to me too).
after line 481 of files/scripts/characters/description.gd, a new line needs to be added for feathers_and_fur. I just copied the normal entry

feathers_and_fur = '$His body is sparsely covered with [color=aqua][feathercolor] bird-like feathers[/color]. Beneath that is thick, soft [color=aqua]fur of [furcolor]',

adding a new line requires that you have a decent text editor so that the newline character is correct. although [furcolor] doesn't work because it was only added to the normal description function, it doesn't cause any errors.

Thank you for the swift reply! Do I add the line in the game files or the mod files? Is Notepad++ good enough?

Notepad++ will be perfectly sufficient for it. If you add it in the mod files, just remember to reapply the mod (fully deactivate, restart, reactivate, and restart). If you do it in the game files it'll take place next time you start the game but if you ever reload the mod it'll have to be redone. The safest option is adding it to both.

Thank you for the swift reply! Alright ill do just that :)

Not sure If this has been answered or if its even possible but thought i'd ask. Is there a way to disable or at the very least simplify (always say yes) the consent system added in this mod?  I'm not afraid to #  or // out code so if its a thing please tell me.

I return to this mod at least once it a year it seems and find the base game pretty lifeless without this mod but the consent system which seemed ok at first glance is in practice extremely laborious and frankly a huge waste of time. Trying to develop a fetish without the enchantment spell? thats 2 weeks in game with each day being many clicks on menus if they started hating it, just trying to get a basic farm worker? thats most of a week. How about a you want a nudist for the extra income? same thing. Then there's the base consent for battle/sex and battle can reject a frustrating amount of the time even with decent loyalty. 

I once fumbled around in these damn menus for weeks of in game time trying to customize a character to be a very happy cow on my farm with all the potentially relevant fetishes and the end result was I think one sentence in the daily report with a more positive slant to it, that is to say the fetishes did almost nothing in the description and were purely some backend stress/lust modifier.  

The work required to make the consent system engaging was clearly tossed out LONG ago and I really dont like having to suffer its skeleton in the game. Imagining if it was great is a fun thought though I do admit. What if it wasnt 5-6 dumb stages of acceptance/rejection and it was scaling system starting from a baseline of "not interested" based off what you forced (yes forced its a slave game) them to do. With different outcomes (descriptions in events/daily report) based on if you pushed them off the deep end or eased them into it? But thats never going to happen so I'll wrap this up here. 

As a tldr report for those who dont like reading the start of anything :

Not sure If this has been answered or if its even possible but thought I'd ask. Is there a way to disable or at the very least simplify (always say yes) the consent system added in this mod?  I'm not afraid to #  or // out code so if its a thing please tell me.

The consent and fetish systems were in discussions for an overhaul (for many of the same reasons as your post) while development was grinding to a halt due to a lack of time and interest. The GitHub version is slightly ahead of the itch.io version, though I'm not familiar with all the differences. The entrancement spell effect was included as a shortcut for both the consent and fetish systems, so if you are looking for an "always say yes" solution then that is it. Note that the enchantment spell effect is consumed by each attempt, so there is still a significant cost.

The consent system has a lot more complexity than may be apparent to the player and there are a lot of intertwined factors. Sexual consents can be influenced by lewdness, lust, and certain fetish opinions. If you aren't going to use the entrancement spell, then my recommendation would be to avoid trying to grind consent simply by asking every day as many of the consents require moderately high stats such as obedience and loyalty simply to get above zero chance of success. Unlike fetishes asking for consent does not improve your chances of success next time, so use a couple meet and sex interactions between attempts to gain consent. Also make sure to clear the rebellious effect of being captured or you probably won't get any consent. The Constants mod only provides options for chances of livestock consent.

The fetish opinion system is complex, buggy, and incomplete so it's difficult to give good advice for it. The alternative to the talk menu should be having the slave participate in the fetish during the sex interaction as the more times a slave is exposed to it each day the greater the chance of raising the fetish. However, this doesn't work for every fetish; some because of bugs and some because the design is lacking. The Constants mod provides access to some options, but these do not appear to be particularly useful at the moment.

To effectively alter/disable the systems, it appears that you could simply edit the values for "var fetish" and "var consentexp" in the program file ".../files/scripts/person/person.gd". It is a plain text file and the edits can be made with any text editor, though making a backup file is recommended. The fetish opinions can be changed from "none" to one of the following values:

"taboo", "dirty", "unacceptable", "uncertain", "acceptable", "enjoyable", "mindblowing"

The consent values can be changed from false to true.

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well its not what I hoped but its still better then nothing thanks. I didn't know you could easily edit each character fetish and will for sure do this from now on instead of the mess of menu spam that the game currently demands. Enchantment spam is literally just more menu options clicks which slow everything down so I dont care for it if I want to do more then ask a character to put the damn sword on

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If you wanted something else, then you will need to detail what it was you were after. These systems are messy, complex, and spread out across multiple files, so I don't feel like explaining it all and there aren't a lot of great points to edit the scripts unless you have experience programming. For instance, if you wanted Entrancement to last a whole day, then you would need to edit "func usedEntrancement()" in  "../files/scripts/statstab.gd" by copying the "return text" line to a new line below

var text = ""

Note, if you make this change using a simple editor like Windows Notepad, then the game will crash due to an improper newline character.

Edit: You could also put a # at the start of the lines between between these two lines("var" and "return") if you prefer.

Also, I should have clarified that editing the values in person.gd will not change any existing characters but change the starting values for newly generated characters. If you want to change the values for existing characters, then you will need to edit the save file, which is JSON formatted data. An online JSON editor can be used to clarify the structure of the data, if you do not have an editor that supports the format. The values will work the same and have the same names as in person.gd, but will be harder to find as there will be a lot of slaves in the file.

I look forward to the jail dialogue, one question though do you think you will add beastkin pandas to your mod?

Deleted 80 days ago
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Usually the first big indicator is that the game doesn't crash when you start the game or a progress, but besides that there are some things that should be present when the mod has been applied. The main menu will have a special graphic to indicate that the mod is installed, the options menu will list DickGirls as an optional sex, and the starting setup for a custom game will have new races and body part sizes, though you would need to know the normal lists to notice those. The presence of these things indicate that the mod was likely installed correctly, but modding can be complicated and it is entirely possible to add additional mods that conflict and screw up portions of the game.

Hello, are you still working on the next update of the mod?

Progress has stalled with no expected time frame for when that will change. Another update may eventually happen, but it is unlikely to be anytime soon.

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i think i found a little bug in the new version, when you try to change de hairstyle it doesnt pick the choice that you selected but instead it picks the option above, when i disable the mod it works as intended.


without the mod enabled it works as intended, don't know if i screwed the installation or if is really a bug

I'll look into it. Thanks for the report!

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Hey is there a unique level up requirement for your character in this mod? I've recently played through a sandbox world and then downloaded this mod and played it on story mode. I can't level "myself" but my servants have no issues, which makes me think it's not due to story mode.

Also tested in sandbox mode and still can't level up.

There is a current bug that we discovered due to the XP Boost system. Until I can figure out the fix on this one, you can circumvent it for now by using Constants mod or expansionsettings.gd in the mod files and setting disable_levelup_gate to true.

Sweet! glad there's a solution. Thank you!

Running on MacOS, with Aric's 1.8d and Ankmairdor's BugFix v6b, installed a variation of RK76Manishog method without Wine. It means that I am running the  stripped-0.5.25 version of strive loaded with PC files. Works perfectly except in two situations: 

1. Relatives don't show at all, for anyone, including MC. Instead I get the panel that says: ahdh kahhd

2. When you put a cow in the Farm. If they spend the night there, you can't access them to get the out (for interactions, for example). Only way to get them out is to edit the Save file and change their "Work" from "cow" to "rest" and "Sleep" from "farm" to "communal".

Any suggestions on how to fix that? I am not really a modder. I try to mimic syntax of existing files. At best, I am a tinkerer. So please keep that in mind with your recommendations. Thanks!

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Without error messages to show otherwise I would assume that it is due to use of "array1.append_array(array2)", which was added in the more recent version of Godot used by 1.0d. While it would not be entirely equivalent, "array1 += array2" can probably be used as a substitute as long as you don't change anything else.

It appears in the following files:

scripts/Mansion.gd
scripts/slave_tab.gd
scripts/exploration.gd
customScripts/expansiontravel.gd
customScripts/expansionsetup.gd


If you continue to have issues, then I suggest checking the output terminal window that opens with the game. If your game does not open with such a window, then you can create your own by opening Terminal, navigating to the app(cd <path to folder containing app>), and start the game(open -a "Strive For Power").

Please note, none of the modding community, including myself, use Mac so we can only get details and test solutions using Mac users like yourself.

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Thanks for your response, and I appreciate your suggestion. As I said, I don't rally know what I'm doing (I'm more of a wannabe than anything), so still trying to parse what you said and how to apply it. I Will do some research and report back and in general, I am happy to provide any information/details and test solutions on Mac. Thanks again. 


Update: the issue is definitely the changes in the Godot engine. The vanilla 1.0d displays relatives panel just fine. Even in the modded version, it also seems that from the save data that it is recording the relatives info, interactions/sex do recognize relations but it's not processing it for the relatives panel.  Going through the scripts you mentioned and trying to understand their mechanics and functionality leads me to think that there are a lot more features that are available in Aric's expansion that are not functioning properly or at all, and I am just not aware because my default is the vanilla version.  

One last thing, if I sound like i know what I am doing, I don't. I've just enjoyed playing the vanilla version enough that the expansion seemed like a no brainer, and that led me down the road of how to get mods working on a Mac. Thanks to your answer here I was able to do it, but I am a little (a lot) out of depth here. I guess that's the long way of me saying is that i am not necessarily hung up on fixing this particular issue, I just want to find a way to enjoy the game, with the expansion. So I am open to any suggestions, aside from getting it to work in a PC environment. Thanks again.

The fix shouldn't require much understanding, just change the text from one layout to the other. For instance in Mansion.gd there is:

halfsiblings.append_array(entry.halfsiblings)

Effectively "halfsiblings" is" array1" and "entry.halfsiblings" is "array2". which can be moved to the other layout:

halfsiblings += entry.halfsiblings

The existing line can be replaced with this line and it should work.

As a quick reminder, the mod system makes text changes to the game when mods are applied, so if you change the text of the mod files you will probably need to re-apply the mod for those changes to have any effect.

Brilliant. It was exactly that line of code with the halfsiblings that was breaking it, since that relation was not present in the vanilla version and I guess it didn't know what to do with the data. Anyways, fixed just in time to realize that  Aric's v1.9  is out :D Offer still stands if you'd like me to test things on a mac. Thanks again.

You can most easily help with bug reporting by joining the Discord (linked in Aric's first post).

Done

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